TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Results 1 to 18 of 18

Thread: Everything that's not wrong with Thiaf

  1. #1
    Member
    Registered: Feb 2008
    Location: See, I told ya!

    Everything that's not wrong with Thiaf

    Since that other thread has derailed yet again into a pointless, off-topic argument, why not open another thread in which users can post all the things they liked so far about the new game. If possible, keep it clean and free of hype-fueled non-statements such as "OMG!!! So exited about this game!!!"

    As a sign of good faith, I'll start: Like I mentioned before, granting the player the amount of gameplay customisation is pretty commendable.

  2. #2
    Member
    Registered: Mar 2001
    Location: Vertigo, DragonSand, Xeen
    The thing I like the most about NuThief is that it gives enough of a generic placeholder, that fans will recognise as being masterfully fleshed out when they start back at The Dark Project.

  3. #3
    Member
    Registered: Aug 2009
    Location: thiefgold.com
    The graphics look nice, the story seems decent, and overall there's great potential.
    As a Thief game it's debatable, but judging it just as a game it looks very good I have to admit.
    I do plan on playing it some day, if I happen to find it at a bargain bin or some other way where I know my money isn't going to EM.
    Last edited by Azaran; 17th Feb 2014 at 22:23.

  4. #4
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Watching the playthru video, the part I liked is when the player came to a new street & just hung back & AI we're patrolling with their barks. If they keep it simple and tactical like that, that's the part I'll like.

  5. #5
    New Member
    Registered: Feb 2014
    The graphics and general ambiance, feel, and immersiveness of the environments look really good so far. I also love that they've expanded upon the "first person body" view system where you can see your legs and arms. When done well it can really add a LOT to immersion.

    The fact that you can customize the various HUD and gameplay elements is a very nice feature in itself, but it also goes to show that the development team seems to care what the community of Thief fans think, even if they are trying to appeal to a broader audience as well. That alone means something to me.

  6. #6
    Member
    Registered: May 2004
    I like the idea of a slight delay before pickpocketing. Also, a crowbar tool like the one they have between zone transitions could be pretty great.

  7. #7
    Member
    Registered: Jan 2014
    Location: Bangalore, India
    Body awareness looks great, except for the fact that Garrett's hands rise up while he's crouching, but I can explain it away as his hands waiting to snatch something of interest. Plus, they twitch a good bit too; they're not stationary.

    Like others have said, the difficulty modifiers are great ideas. I also think the third-person takedowns, while they're not very Thiefy, look great, and they're a huge improvement over DXHR's cutscene-esque takedowns.

  8. #8
    Still Subjective
    Registered: Dec 1999
    Location: Idiocy will never die
    Third person takedowns are just unnecessary fluff. Somehow they make me feel less involved, because I'm setting it from the outside, and less serious, because it's cinematic and makes it look like fun instead of being a serious business.

    I know it's a game and it's supposed to be fun, but Thief always had a serious tone to it, a darkness that was unique and involving, that adds to it's immersive quality.
    Telepathy is not mind reading. It is the direct linking... ...of nervous systems... ...separated by space.

  9. #9
    Member
    Registered: Nov 2003
    Location: The Plateaux Of Mirror
    Not a big fan of the third person takedowns, although for whatever reason I actually found them somewhat entertaining in DXHR (especially the double takedown, and especially especially (?) that animation that would occasionally trigger where you tapped one of them on the shoulder and he punched the other guy in the face). I wish they'd crowbar the first-person cover system from Thief into that so I could play it without unbinding the snap-to-cover button in to avoid accidentally hitting it and immediately wanting to kill myself when the camera switched.

  10. #10
    Member
    Registered: Apr 2005
    Location: Heart of Darkness
    Aha!... Oh... nevermind. I was digging though my recollections of Thief 4 footage and I was about to mention safes with combination locks as a positive addition, but then I remembered that Thief 2 had even that too. So, sorry. Thief 4 won't get any praise for not removing things.

    I was also going to mention looking through keyholes, but then I remembered that it is a static mode that unimmersively locks you in place. While I was able to make a system in the Unity engine that allows me to look through a keyhole without a mode, in 30 minutes. Being able to press your ear against the doors in the earlier Thief games is a better than "press the button that is used for unrelated action X to exit keyhole peeking mode."

    I'm really trying as hard as I can here. I can't seem to find any feature revealed so far, that isn't just what was expected anyway, or doesn't compromise its earlier equivalent in the series.

    ...Well, just as I was about to post that, i got it... Guard dogs. That's a new, positive addition. An alarm trap, that still gives the player a bit of slack, because sounding that alarm isn't yet a 100% confirmation of hostile infiltration. You need to be careful, but still isn't a motion detector hooked to lockdown procedures.

    Whaddya know, I've got another one. Lightning strike illumination. This has not been part of the main series. Only a feature in some of the fan missions.

    I'm afraid that's it. Those are the only two genuinely positive features of Thief 4 I was able to think of off the top of my head. Though on second thought I think I responded to the wrong thread, because the title didn't actually read "Everything that is good in Thiaf"

    *P.S I won't praise graphics at all. Especially the parts of them that compromise things not related to graphics.

  11. #11
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    What's so bad about "being locked in place" that makes it so unimmersive? I loved being able to look through keyholes in Dishonored, and I'm glad to see it in nuThief. Even if it does "lock you in place".

  12. #12
    Member
    Registered: Apr 2005
    Location: Heart of Darkness
    Quote Originally Posted by Renzatic View Post
    What's so bad about "being locked in place" that makes it so unimmersive? I loved being able to look through keyholes in Dishonored, and I'm glad to see it in nuThief. Even if it does "lock you in place".
    I prefer the freedom and consistency. Being able to use the lean keys to lean against a door is more immersive because you have the ability to control those body movements with those keys, and it works logically. There's no reason why I should use the "use key" to move in front of a hole to look through it and disable the all the muscles in my body other than the "cancel" -muscle. The controls for the actions required to look through a hole already exist. They are called the crouch and movement keys, and mouse look. I think a game isn't designed as professionally as it can or should be, when the keys to control it arbitrarily change or do not do what they are supposed to do.

    Thief 1 didn't have keyholes. But it did have holes. And you would need to use standard movement and look controls to look through those holes. An improvement on that would have been to have keyholes, that you could look through the exact same way. A mode that locks you in place is a compromise. And if this compromised new feature only compromised itself, by my own logic I couldn't have a problem with it. But are there lean-keys? Can I press my ear against a door and listen? No.

  13. #13
    Quote Originally Posted by gkkiller View Post
    I also think the third-person takedowns, while they're not very Thiefy, look great, and they're a huge improvement over DXHR's cutscene-esque takedowns.
    3rd person takedowns are lame in general, and completely kill immersion. Here, let's abruptly yank you out of first person view, so you can watch yourself melee someone multiple times, and then we'll put you back, all in the matter of about 3 seconds!

    In DXHR they were passable, because it's a more of an action oriented game. But now in Thief, in order to make them worthwhile and legit, they're forced to make Garrett beat the shit out of some guard (usually 3 or more hits, whack/bam/smack, just like the old batman series), instead of the normal silent way of taking someone down with a single, soft, blackjack thump. Its completely stupid and doesn't fit the game at all - just as bad as any XP system IMO.

  14. #14
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    I think we'd all be able to understand our respective points better if we understood that what kills immersion is an entirely subjective thing.

    Like having to use a button to smack my face against a door to look through a keyhole, then press that same button to go back into normal gamespace doesn't bother me at all because it all feels like an extension of my actions. To me, it's doing what I want to do, and that's the method I do it with. Having some subset of controls in contextual situations doesn't tend bother me all that much so long as it's implemented elegantly enough.

    What does bother me is when something takes me out of the game entirely. Like DX:HR changed the controls so you could interact with keypads and computers, but it didn't stop the game around you. You could still look left and right, and guards could still spot you while you were playing around on something. This is the opposite of what old Thief did when you took a second out to read something. I hated that, and thought it actually was "immersion killing".

    ...and unfortunately, this doesn't seem like something nuThief fixed. But I don't hate it so much I think it entirely ruins the game. It's more like an irk.

    Contextual controls for specific situations aren't a game design sin. It's more like a necessary one when you consider the limited form of interaction you have with a gamespace. Their inclusion isn't bad design, just something you personally don't like.

  15. #15
    Member
    Registered: Jan 2014
    Location: Bangalore, India
    Quote Originally Posted by Brethren View Post
    3rd person takedowns are lame in general, and completely kill immersion. Here, let's abruptly yank you out of first person view, so you can watch yourself melee someone multiple times, and then we'll put you back, all in the matter of about 3 seconds!

    In DXHR they were passable, because it's a more of an action oriented game. But now in Thief, in order to make them worthwhile and legit, they're forced to make Garrett beat the shit out of some guard (usually 3 or more hits, whack/bam/smack, just like the old batman series), instead of the normal silent way of taking someone down with a single, soft, blackjack thump. Its completely stupid and doesn't fit the game at all - just as bad as any XP system IMO.
    I did say they were not Thiefy. I was merely commenting that they look cool, i.e. the animations are stylish. Personally, I'd like simple blackjack KOs, but these don't matter since 'you can turn it off'.

  16. #16
    @Renz - I'm a bit torn on the readables thing. In theory, I like having to read something without the gameworld pausing around you, it's obviously way more realistic. I recently re-installed TDS, and noticed the Sneaky Upgrade lets you set up readables this way. TDM has this also. Just like with lockpicking, there should be the risk of getting caught while performing some other action.

    But in Thief, some readables are sizable, and I really like to read every last page (especially in FMs), and there's something comfortable about being able to sit back and just take it all in. Not realistic, no, but I think otherwise, people would just rush, and half the stuff would just never be read at all.

  17. #17
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    It all comes down to taste. To me, keeping the game from pausing while you read something adds to the tension of the game. Gives it a little more of that "you're there" feeling. Like you're reading through secret documents in enemy territory, and you have glance over your shoulder to see if you're about to get busted doing it.

  18. #18
    Member
    Registered: Aug 2005
    Location: Wisconsin
    Quote Originally Posted by Platinumoxicity View Post
    An improvement on that would have been to have keyholes, that you could look through the exact same way. A mode that locks you in place is a compromise. And if this compromised new feature only compromised itself, by my own logic I couldn't have a problem with it. But are there lean-keys? Can I press my ear against a door and listen? No.
    You realize that there is no way they could properly simulate what looking through a keyhole looks like without zooming the camera way into it, right? We'd be left with either keyholes too small to actually see through, or keyholes so big you'd need a key from Kingdom Hearts to open it. The camera essentially HAS to lock into "keyhole mode" if any looking through them is to be done. Splinter Cell's snake cam is essentially the same principal. It's really the best way to implement it.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •